Game 1: Base game + The Forbidden Sanctuary + The Icy Maze + Swamp of Madness + Fear the Devourers + Facing the Elements + Path of Repentance + BGG Promo Cards + What Goes Up, Must Come Down + Comfort Creatures + Flying Roots
- Scenario: The Voracious Goddess
- Difficulty: Easy Mode + Prodigy Mode + Immortal Mode
- Notes:
- Only one game played due to the ~16 hour playtime split across 5 plays
- Exploration cards from Devourers, Elements, and Flying Roots skipped
Enthusiasm: ❤️❤️❤️🖤
- It’s been a couple of years since I played The 7th Continent, but since I have played through the tutorial scenario, I largely let my wife drive the decisions (with a few hints/recommendations from me).
- Rahdo’s review is remarkably correct in the gameplay loop: explore / hunt / explore. Although it’s very much an exploration game, it’s also very much a survival game, so that’s something to keep in mind (Random: if you happen to stumble across the goat, definitely check out card 999, as mentioned in the WGUMCD rules!). Similarly, for the exploration part, puzzles are fairly central to the game, so it helps to be willing to wrap your head around them.
- The 7th Continent does an excellent job of presenting tensions between choices - which exploration points to check out, how many cards to use for actions, what cards to keep in hand/inventory….
- The game very much illustrates the good and bad points of campaign games - large ideas with plot/mechanical threads spread throughout, but requiring multiple sessions to complete. Its success led to the resurgence of adventure/CYOA board games.
- My wife had a bit of difficulty early on wrapping her head around the game, but really enjoyed it by the end.